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FAQ by M Lee

Version: 0.6 |

Unauthorized Dungeons And Dragons 2: Shadow Over Mystara FAQ v.0.6
written by Michael Lee (mleearch@ocf.berkeley.edu)

Dungeons And Dragons is a registered trademark of TSR.
Shadow Over Mystara is a registered trademark of Capcom.
This FAQ is copyrighted by me, with the following disclaimers. I'm not 
responsible for inaccuracies that may pop up in this FAQ. Everything I 
write is true to the best of my knowledge. Unless I'm lying through my 
teeth. The reader should be aware that different versions of this game 
exist, so not everything may be exactly the same as the game I play at 
the Underground in Berkeley. Deal with it. Feel free to distribute this 
FAQ but under no circumstances is this FAQ ever to be sold in any way, 
shape or form. This includes but is not exclusive to publication in 
books and magazines. Email it around, post it on your web page, cut and 
paste to your own FAQ (give me credit though :)) or whatever but if I 
ever find out someone made money off this FAQ, heads will roll.

Table Of Contents
I.    Getting Started
      A.	The Player Characters
      B.    Basic Controls
      C.    Command Moves
      D.    The Naming Game
II.   Stuff to Use/Stuff to Get
      A.    Equipment
      B.    Items
            1.    Weapon Items
            2.    Magic Items
            3.    Miscellaneous Items
4.    Weapons
5.    Treasures
      C.    Magic
            1.    Cleric
            2.    Elf
            3.    Magic-User
III.  Stuff to Kill
      A.    Non-bosses
      B.    Bosses
IV.   Places to Go
V.    Miscellaneous

I.    Getting Started
      A.    The first thing you need to do is pick the character you 
            wish to play.
            1.    The Fighter is a strong warrior and a good, basic 
                  beginning character. He receives high hit points and 
                  can wield almost every weapon. He is the only PC who
                  can double-wield with a short sword, and is the only
                  PC who can use the two-handed sword. He has no magic
                  and depends on his skills with weapons and items to 
                  survive. The Fighter can use the following weapons: 
                  Normal Sword*, Short Sword (double-wield), Hand Axe, 
                  Mace, Bastard Sword, War Hammer, Two-Handed Sword, 
                  Morning Star, Battle Axe, Holy Avenger, Sword of 
                  Fire, Storm Blade, Sword of Frost, Sword of Legends, 
                  Dragon Slayer.
                  Silver - Jarred                        Gold - Crassus
            2.    The Cleric is a holy fighter and healer. He may use
                  only blunt weapons. The cleric's magic focuses on
                  healing and enhancing the effectiveness of the party
                  as a whole. He has the unique ability to Turn Undead 
                  and instantly defeat low-level undead creatures. At 
                  higher levels he gains some direct damage spells, but
                  getting these to actually hit can be problematic. The 
                  Cleric can use the following weapons: Mace*, War 
                  Hammer, Staff of Snakes, Morning Star.
                  Blue - Miles                          Brown - Greldon
            3.    The Magic User is a powerful spellcaster but weak in
                  melee combat. He receives very few hit points and can 
                  use only basic weapons. However, his spells are quite
                  potent and can be used to devastating effect. He does 
                  not have a shield. The Magic-User can use the 
                  following weapons: Staff of Striking*, Wand of 
                  Fireballs, Wand of Cold, Wand of Lightning, Wand of 
                  Paralysis, Staff of Elemental Power, Staff of Magic 
                  Attack, Staff of Wizardry.
                  Black - Syous                         Green - D'Raven
            4.    The Thief is a multi-faceted character that takes
                  practice to master. Although average in attacking 
                  power, and below average in hit points, she has some 
                  unique abilities. She can double-jump and triangle 
                  jump. She can steal items from monsters. She can 
                  backstab monsters for incredible amounts of damage.
                  She can open chests without using a key. She does not 
                  have a shield. The Thief can use the following
                  weapons: Normal Sword*, Short Sword, Hand Axe, Mace, 
                  Bastard Sword, War Hammer, Morning Star, Holy 
                  Avenger, Sword of Fire, Storm Blade, Sword of Frost, 
                  Sword of Legends, Dragon Slayer.
                  Red - Moriah                          White - Shannon
            5.    The Dwarf is the powerhouse of the game. He receives 
                  the most hit points and is the strongest fighter by 
                  far. He may use almost any weapon. He gets bonuses 
                  against enemy spells. If the Dwarf opens a chest, it 
                  will remain open for a while. The Dwarf can hit the 
                  chest again for an extra item (usually money). His 
                  main drawback is his lack of speed. He has long 
                  recovery time using most items and stops gaining 
                  levels after 12. The Dwarf can use the following 
                  weapons: Hand Axe*, Normal Sword, Short Sword, Mace, 
                  Bastard Sword, War Hammer, Morning Star, Battle Axe, 
                  Holy Avenger, Sword of Fire, Storm Blade, Sword of 
                  Frost, Sword of Legends, Dragon Slayer.
                  Red - Dimsdale                        Silver - Hendel
            6.    The Elf is a mix of fighter and mage. She is an 
                  average fighter and receives below average hit 
                  points. She may use most weapons and has some spells 
                  unavailable to the Magic-User. She stops gaining 
                  levels after 10. The Elf can use the following 
                  weapons: Short Sword*, Normal Sword, Hand Axe, Mace, 
                  Bastard Sword, War Hammer, Morning Star, Holy 
                  Avenger, Sword of Fire, Storm Blade, Sword of Frost, 
                  Sword of Legends, Dragon Slayer.
                  Green - Lucia                            Blue - Kayla
            *designates the character's primary weapon
      B.    Basic Controls
            Throughout this FAQ the buttons will be referred to as

            A (Attack), J (Jump), S (Select), U (Use Item/Magic).

            The following are some basic things to know.
            1.    Press A to begin the game as the default color for 
                  your character. To select the alternate color from 
                  the current character portrait, press Start instead. 
                  During the course of the game, pressing Start will 
                  bring up your Equipment screen and show you what your 
                  character is equipped with.
            2.    Press A and you swing your weapon. If you connect,
                  you can start a string of attacks that ends in a 
                  knockdown blow after three or four hits (I call this 
                  a Basic Combo). The mage has no Basic combo, and 
                  knocks down an enemy after only two hits; he tends to                   
                  do the least damage in melee. Pressing A also picks 
                  up nearby items. This takes precedence over attacking 
                  so be careful when fighting around items. When close 
                  to a fallen opponent, press A to hit him while he's 
                  down. The Magic-User MUST be above the opponent while 
                  following up, as must the Fighter when using the Two 
                  Handed Sword, and the Dwarf or Fighter when using the 
                  Battle Axe. The other classes may be below or to the 
                  side of the body. The Dwarf can press A repeatedly 
                  for a multi-hit attack.
            3.    Press J and you jump. Press a direction and J to jump 
                  in that direction. You can change the direction of 
                  your jump even in midair. Press A while jumping to do 
                  a Jump attack. Press Down and A while jumping to do a
                  Downstrike. The Elf bounces up after a Downstrike, so 
                  she could Downstrike a second target. The Thief can 
                  jump again while in midair. The Thief can also jump 
                  off the side of the screen.
            4.    Press S to bring up the Item Select circle. Pressing 
                  S again will cycle through the Item circle. Pressing 
                  J while the Item circle is open will switch to 
                  another Item circle (Elf, Mage, Cleric only). Press 
                  A or U to close the Item circle. When in a shop, 
                  press this button when hands overlap to transfer 
                  silver at 10 sp/press.
            5.    Press U to use whatever Item or Magic spell you have
                  selected in your Item box. If Nothing is selected, 
                  pressing U will execute the character's Kick attack. 
                  When in a shop, press this button when hands overlap 
                  to transfer silver at 100 sp/press.
      C.    Command moves
            1.    Probably the most important move you will use is the 
                  Slide. This is done with the classic Capcom fireball 
                  motion (push the joystick Down, Down-Forward, 
                  Forward) and press the J button. Your character will 
                  slide along the ground (under most projectiles) and 
                  will also pick up stuff on the ground (money, gems, 
                  scrolls). Items that will NOT be picked up in a slide 
                  include Equipment and Weapon Items. Use the Slide to 
                  pick up booty and to dodge nasty things like deadfall
                  traps and Dragon bites. Try not to slide into Burning 
                  Oils and the like.
            2.    The Sliding Attack is executed in the same way but 
                  uses the A button. Your character will slide and
                  swing his weapon at the same time. The Sliding Attack 
                  is slightly stronger than a regular hit. You will NOT 
                  pick up items while in a Sliding Attack. You can 
                  interrupt a Basic Combo with a Sliding Attack (ie you 
                  can be doing a Basic Combo and then Slide Attack to 
                  add an extra, powerful hit).
            3.    The Aerial Attack is executed by pushing Down, then 
                  Up and A. The Fighter attacks upwards while jumping 
                  up and slightly forward. Repeat the motion for a 
                  second upswing. The Cleric attacks upward and then 
                  downward while jumping almost straight up and down. 
                  The Thief attacks upward while jumping up and 
                  forward; on the way down she will throw a Large
                  Burning Oil (this does not do the same amount of 
                  damage as the Item Large Burning Oil, and is actually 
                  dependent on the melee weapon she currently has). The 
                  Dwarf will roll forward before spinning up and
                  striking multiple times on either side of himself in 
                  the air. The Elf will Slide Attack forward before 
                  jumping up and back while spinning and striking on 
                  either side of herself in the air. The Magic-User has 
                  no Aerial Attack. You can interrupt a Basic Combo OR 
                  a Sliding Attack with the Aerial Attack (ie you can 
                  be doing a Basic Combo and then Aerial Attack to add 
                  some extra hits. OR you could do a Basic Combo, 
                  interrupt into a Sliding Attack interrupted into an 
                  Aerial Attack; sometimes you can juggle after the 
                  Aerial Attack with a well-timed Sliding Attack). If 
                  the Cleric is armed with a Morning Star, his Aerial 
                  attack changes. The Cleric spins around in place with 
                  the Morning Star striking on all sides. There is a 
                  long lag after this move.
            4.    The Heavy Attack is executed by pushing Forward on
                  the joystick and A. Your character will rear back and 
                  then swing forward, knocking the victim across the 
                  screen. The Heavy Attack is slightly stronger than a 
                  regular hit and has a higher chance to dizzy. There 
                  is a startup lag to this move during which time you 
                  are vulnerable. EXCEPTION - the Magic-User's Heavy 
                  Attack is very quick: a sudden dagger strike. It has 
                  almost no startup lag and actually does MUCH LESS 
                  damage than a normal staff hit. However, the Magic-
                  User's Heavy Attack almost always dizzies the target 
                  and also has a small chance to Critical Hit. The 
                  screen flashes briefly when this occurs. A Critical 
                  Hit damages a percentage of a monster's lifebar. This 
                  can be devastating to bosses (provided the Magic-User 
                  lives long enough to actually get that Critical Hit). 
                  If the Cleric is armed with a Morning Star, the Heavy 
                  Attack is different. The Cleric steps forward and the 
                  head of the Morning Star shoots out straight almost a 
                  full screen length. The Cleric is vulnerable during 
                  the entire time the head shoots out and retracts. 
                  There is a lag after this move.
            5.    The Doublejump or Backstep is executed by tapping J 
                  twice quickly. The Fighter, Cleric, and Elf will hop 
                  backwards. The Dwarf will roll backwards. The Thief 
                  will backflip and is invincible during this time. 
                  The Magic-User will teleport backwards and is also 
                  invincible during this time. Both the Thief and the
                  Magic-User can extend their Backsteps by a little bit 
                  by holding the J button the second time. The distance 
                  traveled by Backstep is shortened significantly at 
                  the very top and the very bottom of the screen.
            6.    To Charge, push Forward on the joystick twice and 
                  hold the direction you want to go. A Thief can steal 
                  items from creatures by Charging into them. Charging 
                  characters knock down most creatures they run into; 
                  this does no damage to them.
            7.    To Kick Attack you supposedly tap A twice quickly. I 
                  can never get that to work unless a Haste spell is in 
                  effect. Just select Nothing in the Item circle and 
                  press U. The Fighter, Cleric, and Thief kick the 
                  enemy. The Dwarf headbutts the enemy and slides 
                  forward as a result. The Magic-User body-checks the 
                  enemy and slides forward as a result. The Elf flip 
                  kicks the enemy and flips backward and can hit 
                  multiple times. The Kick Attack knocks down creatures 
                  but does very little damage, even with the Kick-
                  enhancing Anklet.
            8.    If your character has a shield, hold Back on the 
                  joystick and press A once. The Fighter and Dwarf can 
                  also select Guard in the Item circle and hold U.
            9.    To Crouch, hold Down on the joystick and press J. 
                  Use this to duck under arrows and Giant Beetles. To 
                  stand up again, press J once. You cannot execute a 
                  Simple Combo while Crouching. Sliding will not make 
                  you stand up again; Jumping will.
            10.   The Suicide Attack is executed by pressing A and J 
                  simultaneously. This move drains the PC's hit points 
                  if it hits an enemy and cannot be used if the PC's 
                  hit points are below a certain level. While 
                  executing this move, the PC is invulnerable. The 
                  Fighter will spin in place while whirling his 
                  weapons around him. The Thief will jump up and back 
                  while throwing a pattern of Large Burning Oils 
                  around herself. The Elf stands in place and summons 
                  a whirlwind of leaves around herself; this Suicide
                  Attack lasts a particularly long time. The Dwarf 
                  jumps straight up and swings his axe to strike behind 
                  him. Neither the Cleric nor the Magic-User has a 
                  Suicide Attack.
            11.   Instead of a Suicide Attack, the Cleric presses A and 
                  J simultaneously to Turn Undead. This will destroy 
                  non-boss undead monsters (eg Skeletons and Ghouls).
      D.    The Naming Game
            Depending on what name you type in for your character, you 
            receive an item. To work out what kind of item you will
            get, use the following chart.

                  0 1 2 3 4 5 6 7 8 9   (values)
                  -------------------
                  a b c d e 0 1 2 3 4
                  f g h i j 5 6 7 8 9
                  k l m n o 1 2 3 4 5   <--- these are Roman Numerals
                  p q r s t . &   - !   <--- [space] is value 7
                  u v q x y M F     ?   <--- Male and Female
                  z

            The values of each letter is added together, and if the sum 
            is two digits these numbers are added together. i.e. total 
            54 -> 5 + 4 = 9.

            0 gives you type A, 1 B, 2 C and so on.

            Type Item
            A    Medal
            B    Boots of Speed
            C    Headgear suited to class - Helmet (Fighter, Dwarf), 
                 Cleric's Hat (Cleric), Hood (Thief), Circlet (Elf), 
                 Mage's Hat (Magic-User)
            D    Ring of Protection
            E    Ring of Fire Resistance
            F    Ring of Spell Turning
            G    Gauntlets of Ogre Power
            H    Anklet (Fighter, Dwarf), Brooch (Cleric, Thief), 
                 Earrings (Elf), Rod of Fire (Magic-User)
            I    Rod of Cold (Magic-User), Bracelet (other)
            J    Necklace (Elf), Rod of Lightning (Mage), Orb (other)

II.   Stuff To Use/Stuff to Get
      A.    Equipment
            1.    Headgear reduces damage you take from physical
                  attacks slightly, as long as the Headgear matches 
                  the proper class. If a PC wears some other class' 
                  Headgear, it does nothing.
            2.    Armor is just for show; you can never improve on the 
                  Armor you begin with.
            3.    Gauntlets of Power increase the damage you do with 
                  your physical attacks.
            4.    Boots
                  a.    Boots of Speed make you move and run faster.
                  b.    Boots of Levitation allow you to fly. Tap J 
                        twice rapidly to activate. Normal 
                        Doublejump/Backstep is disabled.
                  c.    Boots of Striding and Springing allow the Thief
                        to double jump and triangle jump. The Thief
                        never loses them and no other PC can gain them. 
                        The Thief is still considered to be wearing 
                        these even if she picks up the other boots.
            5.    Shields
                  a.    Flame Shield lets you block fire attacks.
                  b.    Ice Shield lets you block ice attacks.
                  c.    Dragon Shield lets you block dragon breath. 
                        This is a very cagey proposition. Evidently, it 
                        merely reduces the damage taken from dragon 
                        breath (it's still a lot).
                  d.    Shield of Protection from Evil lets you block 
                        Dark Warrior fire and stops Ezerhorden from 
                        draining your spells. Supposedly.
            6.    Enhancements (breakable items are marked with *)
                  a.    Ring of Fire Resistance* lets you walk through 
                        fire jets, fire mines, Hellhound breath, Lich's 
                        Fireball and Wall of Fire, Red Dragon's Fire 
                        Columns and Fireball, Dark Warrior 2's Fire 
                        Columns, Synn's Fireball and flaming rocks.
                  b.    Ring of Spell Turning* lets you walk through
                        Lich's magic spells, Dark Warrior 2's Fire 
                        Columns, Nagpa's Lightning.
                  c.    Ring of Protection from Evil* ensures 100% 
                        success at Turn Undead. Supposedly.
                  d.    Rod of Fire improves damage done by fire based 
                        spells (Fireball, Wall of Fire, Conjure 
                        Elemental (Fire), Bottle Efreet) and the Wand
                        of Fire.
                  e.    Rod of Cold improves damage done by cold based
                        spells (Ice Storm, Conjure Elemental (Water)) 
                        and the Wand of Cold.
                  f.    Rod of Lightning improves damage done by       
                        electric based spells (Lightning Bolt) and the
                        Wand of Lightning.
            7.    Accessories
                  a.    Anklet increases damage of Kick Attacks.
                  b.    Bracelet increases damage of normal attacks.
                  c.    Brooch does absolutely nothing.
                  d.    Earrings increase damage done by spells.
                  e.    Necklace decreases damage taken from spells.
                  f.    Orb makes you immune to petrification and gas.
            8.    Special
                  a.    Displacer Cloak makes you invulnerable to all 
                        ranged attacks (i.e. Daggers and Arrows).
                  b.    Egg of Owlbear can be traded in at the first
                        shop for Egg of Wonder.
                  c.    Eye of the Beholder can be traded in at the 
                        first Gnome shop for Boots of Levitation.
                  d.    Eye of the Displacer Beast is used to navigate 
                        through the Labyrinth Maze.
                  e.    Horn of the Dragon can be traded in at the shop 
                        after the Red Dragon for Staff of Magic Attack 
                        (Magic-User), Staff of Snakes (Cleric), or 
                        Dragon Slayer (all other classes).
                  f.    Medal is traded in for the next item at a shop 
                        (i.e. the next item you buy is free).
                  g.    Scale of Dragon can be traded in at the second 
                        Gnome shop for Displacer Cloak (Mage, Thief), 
                        or Dragon Shield (all other classes).
                  h.    Skin of the Displacer Beast can be traded in at 
                        the first Gnome shop for a Displacer Cloak.
                  i.    Skin of the Manticore can be traded in for 
                        information at the first Gnome shop. Since you 
                        can just talk to the Gnome anyway, there is no 
                        point to this item.
      B.    Items
            1.    Weapon Items
                  a.    Arrows are fast (Dwarf, Elf) to midspeed (all 
                        others) missile weapons for straight line 
                        attack. The Cleric cannot use Arrows.
                        i.    Standard
                        ii.   Burning does more damage.
                        iii.  Silver does more damage and can harm 
                              Gargoyles, the Lich, and Ezerhorden.
                  b.    Burning Oils can set a groundbound enemy on
                        fire for damage and knockdown.
                  c.    Daggers are fast (for most classes) to slow 
                        (Dwarf) missile weapons for straight line 
                        attack. The Cleric cannot use Daggers.
                        i.    Standard
                        ii.   Silver does more damage and can harm
                              Gargoyles, the Lich, and Ezerhorden.
                  d.    Hammers are a fast (for most classes) to 
                        midspeed (Dwarf) missile weapon for a high 
                        arc forward attack. High chance to stun.
                  e.    Large Burning Oils can set an enemy on fire for
                        damage and knockdown. Can also be used on prone
                        opponent. Each explosion column counts for 
                        separate damage.
            2.    Magic Items
                  a.    Bottled Efreet is a one use area-effect fire 
                        elemental attack.
                  b.    Djinn Summoning is a one use area-effect wind 
                        elemental attack.
                  c.    Egg of Wonder is a one use Item that summons a
                        White Owl Bear to fight for you. Disappears 
                        after a time.
                  d.    Rings
                        i.    Continual Light as the Cleric spell
                        ii.   Cure Serious Wounds as the Cleric spell
                        iii.  Fireball as the Magic-User/Elf spell
                        iv.   Invisibility as the Elf spell
                        v.    Lightning Bolt as the Magic-User/Elf 
                              spell but cannot be redirected
                        vi.   Magic Missile as the Magic-User/Elf spell 
                              but fires only one missile
                        vii.  Polymorph Other as the Elf spell
            3.    Miscellaneous Items
                  a.    Bless Potion as the Cleric spell (small orange)
                  b.    Haste Potion as the Elf spell (small yellow)
                  c.    Healing Potion restores some hit points
                  d.    Scrolls add one spell to appropriate level in 
                        spell caster's current stock. Spells can be 
                        stored above normal spell limits.
                  e.    Super Healing Potion restores many hit points
            4.    Weapons
                  a.    Bastard Sword. Long reach, equivalent to Level 
                        4 Normal Sword. Good damage. Excellent for Elf.
                  b.    Battle Axe. Long reach, great damage. Dwarf 
                        loses Shield ability. Excellent for Dwarf.
                  c.    Cursed Sword 1 (1 sp). Long reach, equivalent 
                        to Sword of Legend. Excellent damage. Curse 
                        will damage PC at random upon swing.
                  d.    Cursed Sword 2 (1 sp). Long reach, equivalent 
                        to Holy Avenger. Curse will paralyze PC at 
                        random upon swing.
                  e.    Dragon Slayer (1500 sp). Long reach, weak 
                        damage. Against Synn, excellent damage.
                  f.    Hand Axe (170 sp). Long reach, good damage.
                  g.    Holy Avenger. Long reach, decent damage. Kills 
                        undead non-bosses in one hit.
                  h.    Normal Sword. Long reach, good damage.
                  i.    Mace. Mid reach, decent damage.
                  j.    Morning Star. Long to excellent reach, a bit 
                        slow, but great damage. Excellent for Cleric, 
                        Elf, Thief.
                  k.    Short Sword (170 sp). Short reach, good damage.
                  l.    Staff of Elemental Power. Long reach, good 
                        damage. Increases damage of Conjure Elemental 
                        spell, Bottled Efreet, Djinn Summoning.
                  m.    Staff of Magic Attack. Long reach, decent 
                        damage. Increases damage of all spells.
                  n.    Staff of Snakes (1200 sp). Long reach, good 
                        damage. Snakes bite target for extra damage.
                  o.    Staff of Striking. Long reach, good damage.
                  p.    Staff of Wizardry. Long reach, decent damage. 
                        Increases damage of all spells.
                  q.    Storm Blade (500 sp). Long reach, good damage. 
                        Magic - Elemental (Electricity). Knocks down.
                  r.    Sword of Fire (500 sp). Long reach, decent 
                        damage. Magic - Elemental (Fire). Knocks down.
                  s.    Sword of Frost (500 sp). Long reach, good 
                        damage. Magic - Elemental (Ice). Knocks down.
                  t.    Sword of Legends. Long reach, excellent damage. 
                        Magic. Excellent for all but Mage and Cleric.
                  u.    Two-Handed Sword. Long reach, great damage. 
                        Fighter loses Shield ability. 
                  v.    Wand of Cold. Short reach, weak damage. Magic. 
                        Shoots mid-range icicles along ground to freeze 
                        enemy. Can strike enemies on ground.
                  w.    Wand of Fireballs. Short reach, weak damage. 
                        Magic. Shoots mid-range fireball to burn enemy. 
                        Can NOT strike enemies on ground (even if the 
                        Magic-User crouches).
                  x.    Wand of Lightning. Short reach, weak damage. 
                        Magic. Shoots a short-range wall of lightning 
                        to electrify enemy. Can strike enemies on 
                        ground. Can "freeze" some bosses in place.
                  y.    War Hammer. Long reach, good damage. Excellent
                        for Cleric. A bit slow.
            5.    Treasures
                  a. Silver Coin                  - worth 1 sp
                  b. Gold Coin                    - worth 5 sp
                  c. Small Bag of Silver          - worth 10 sp
                  d. Small Bag of Gold            - worth 50 sp
                  e. Large Bag of Silver          - worth 100 sp
                  f. Large Bag of Gold            - worth 500 sp
                  g. Agate (small yellow gem)     - worth 10 xp
                  h. Onyx (small black gem)       - worth 50 xp
                  i. Amber (small yellow gem)     - worth 100 xp
                  j. Garnet (small red gem)       - worth 100 xp
                  k. Book (closed)                - worth 1000 xp
                  l. Aquamarine (large blue gem)  - worth 1000 xp
                  m. Opal (spherical yellow gem)  - worth 1000 xp
                  n. Book (closed, tilted)        - worth 2000 xp
                  o. Sculpture (orange thing)     - worth 2500 xp
                  p. Book (open)                  - worth 4000 xp
                  q. Perfume (green bottle)       - worth 5000 xp
                  r. Ruby (large red gem)         - worth 5000 xp
                  s. Emerald (large green gem)    - worth 5000 xp
                  t. Diamond (teardrop clear gem) - worth 10000 xp
      C.    Magic
            1.    Cleric
                  a.    Level 2 Spells
                        i.    Bless improves damage of attacks (x1.25)
                              and affects entire party
                        ii.   Hold Person paralyzes up to 3 humanoids
                              for a time
                  b.    Level 3 Spells
                        i.    Continual Light can blind (dizzy) nearby 
                              enemies that face the Cleric
                        ii.   Striking improves damage of weapon (x1.5)
                  c.    Level 4 Spells
                        i.    Cure Serious Wounds restores hit points
                        ii.   Sticks to Snakes (Miles only) summons 
                              snakes that leap to attack enemies. They 
                              disappear after a while.
                  d.    Level 5 Spells
                        i.    Cure Critical Wounds restores hit points
                        ii.   Insect Plague (Greldon only) summons a
                              swarm of Giant Beetles to strike enemies.
                  e.    Level 7 Spells
                        i.    Earthquake (Greldon only) creates a 
                              tremor that damages all landbound enemies
                        ii.   Holy Word (Miles only) strikes up to 3 
                              landbound enemies with holy power. 
                              Strikes low level creatures first
                  f.    Clerics regain spells after War Machine, Dark 
                        Warrior I, Man Scorpions, Tel'Arin, Manticore, 
                        Displacer Beast, Red Dragon, Fire Salamander, 
                        Frost Salamander, Ezerhorden, Dark Warrior II, 
                        and Nagpa
            2.    Elf
                  a.    Level 1 Spells
                        i.    Magic Missile sends two or three bolts of 
                              energy that seek out a target. Tends to 
                              hit low level creatures first
                  b.    Level 2 Spells
                        i.    Invisibility makes enemies ignore you. 
                              It is cancelled by any offensive action 
                              and wears off after a time
                  c.    Level 3 Spells
                        i.    Fireball sends a fireball forward and 
                              down to explode on the ground
                        ii.   Haste increases speed of movement and 
                              attack. Affects entire party
                        iii.  Lightning Bolt fires a straight-line 
                              electrical attack that stretches across 
                              the screen. Can be redirected up and down 
                              to a limited 90 degree arc
                  d.    Level 4 Spells
                        i.    Ice Storm is an area-effect ice elemental 
                              attack
                        ii.   Polymorph Other transforms a single close 
                              range non-boss target into a harmless 
                              animal. This spell instantly kills 
                              Gargoyles. Note that you do NOT receive 
                              any items for enemies so defeated.
                  e.    Level 5 Spells
                        i.    Conjure Elemental is an area-effect wind 
                              elemental spell when facing left and a 
                              ground-effect earth elemental spell when 
                              facing right
                        f.    Elves get their spells back after Dark 
                              Warrior I, Man Scorpions, Ogre Master 
                              Brothers, Beholder, Green Dragon, 
                              Displacer Beast, Red Dragon, Ezerhorden, 
                              and Nagpa
            3.    Magic-User
                  a.    Level 1 Spells
                        i.    Magic Missile sends three to five bolts 
                              of energy that seek out a target. Tends 
                              to hit low level creatures first
                  b.    Level 3 Spells
                        i.    Fireball sends a fireball forward and 
                              down to explode on the ground
                        ii.   Lightning Bolt fires a straight-line
                              electrical attack that stretches across
                              the screen. Can be redirected up and down
                              to a limited 90 degree arc
                  c.    Level 4 Spells
                        i.    Ice Storm is an area-effect ice elemental
                              attack
                        ii.   Wall of Fire fires a straight-line fire 
                              attack that stretches across the screen. 
                              Can be spread around caster in 360 degree 
                              arc before launching forwards
                  d.    Level 5 Spells
                        i.    Cloudkill (D'Raven only) is an area-
                              effect poison gas spell. Instantly kills 
                              non-undead, non-boss creatures
                        ii.   Conjure elemental (Syous only) is an 
                              area-effect fire elemental spell when 
                              facing left and an area-effect water 
                              elemental spell when facing right
                  e.    Level 6 Spells
                        i.    Flesh to Stone fires a straight-line beam 
                              that stretches across the screen. Any 
                              non-boss struck by the beam will be 
                              turned to stone, and bosses suffer damage
                        ii.   Protected Image creates many images of 
                              the caster, making the Magic-User 
                              completely invulnerable for a short time
                  f.    Level 7 Spells
                        i.    Reverse Gravity is a close to midrange 
                              spell for use against groundbound or low 
                              altitude enemies. It lifts monsters into 
                              the air and then slams them down
                  g.    Level 8 Spells
                        i.    Meteor Swarm (Syous only) is a spell that 
                              strikes groundbound or low altitude 
                              enemies with fiery meteors. Very powerful
                        ii.   Power Word Kill (D'Raven only) will 
                              instantly kill all creatures with less 
                              than a full bar of health. If a boss has 
                              over a bar of health, PWK will do about 
                              1/3 of a bar of damage to the boss
                  h.    Mages get their spells back after Dark Warrior 
                        I, Man Scorpions, Ogre Master Brothers, 
                        Beholder, Green Dragon, Displacer Beast, Red 
                        Dragon, Ezerhorden, and Nagpa
                  i.    The Ultimate Magic - Final Strike can only be 
                        performed if the following conditions are met. 
                        There are at least three players. There is at 
                        least one Magic-User. A Magic-User has the 
                        Staff of Wizardry equipped. The total 
                        experience of the party totals at least 2 
                        million xp. If these conditions are met, the 
                        Staff of Wizardry will be glowing red. To 
                        activate Final Strike, EVERY BUTTON of EVERY 
                        ACTIVE PLAYER must be pressed AT THE SAME TIME. 
                        This includes the Start Button. If successful, 
                        the Magic-User will jump up to the middle of 
                        the screen a la Cloudkill and break the Staff. 
                        Then every elemental will be summoned multiple 
                        times in succession and inflict massive amounts 
                        of damage to all enemies. WARNING: Should you 
                        still be in a combat situation after using 
                        Final Strike, be warned that the Staff of 
                        Wizardry is gone forever; it's been broken. 
                        Also be warned that EVERYONE now has ONLY 1 hit 
                        point! But it still is a damn cool spell :)

III.  Stuff to Kill
      A.    Non-bosses [xp value] (Items to be stolen)
            1.    Goblin - Little green humanoid. Weak. Throws sling 
                  stones and oils if given the chance. [300 xp] (Agate, 
                  Onyx, Opal, Sapphire)
            2.    Kobold - Little brown humanoid. Weaker than weak. 
                  Throws Daggers and Oils. [200 xp] (Dagger, S. Dagger)
            3.    Skeleton - Undead. Jumps around. [600 xp] (none)
            4.    Axe Gnoll - Orangish humanoid with a dog's head. Slow 
                  but has a long reach with that axe. [600 xp] (Burning 
                  Oil, Battle Axe)
            5.    Owlbear - Owl's head on a bear's body. Slow, has a 
                  tendency to jump on you. [800 xp] (Egg of Owl Bear)
            6.    Bow Gnoll - Orangish humanoid. Usually comes onto 
                  screen, fires arrows a few times and leaves. Dies 
                  with one hit. [500 xp] (Arrow, S. Arrow)
            7.    Hellhound - Black canine that likes to rush and knock 
                  you down. Bites. Breathes three types of fire. [1200 
                  xp] (Burning Oil, Flame Shield, Large Burning Oil)
            8.    Troglodyte - Blue fishy-looking humanoid. Likes to 
                  throw burning oils and jump attack with a trident. 
                  Also likes swinging trident over its head. Can turn 
                  invisible and can paralyze PCs with gas. Often 
                  carries scrolls. [1200 xp] (Orb, Garnet)
            9.    Giant Scorpion - Crawling bug that usually runs back 
                  and forth over a predetermined area. Will stop for a 
                  second before charging a PC. Dies with one hit (even 
                  a body check). [100 xp] (none)
            10.   Ghoul - Undead. Attack can paralyze (Elf is immune 
                  to this paralysis). Often carries scrolls and 
                  hammers. [10 xp] (10 sp)
            11.   Shadow Elf - Purple-skinned humanoid. Disappears and 
                  reappears jumping down at you, swinging a sword. 
                  [1000 xp] (Circlet, 5 sp)
            12.   Giant Beetle - Flying bug that hits at chest level. 
                  Duck to avoid them; usually they will just leave 
                  after a while. Sometimes they will attack, even if 
                  you crouch. Dies with one hit (even a body check). 
                  [100 xp] (none)
            13.   Gargoyle - Winged stone demon. Animates to attack 
                  PCs if nearby. Can only be harmed by magic, Magic 
                  weapons, or silver weapons. Often carries scrolls, 
                  silver weapons, magic rings, and gems. [2000 xp]
      B.    Bosses [xp value] (Items to be stolen)
            1.    War Machine [10k] (try it) does most of its damage 
                  by ramming into you. Also stops to activate a flame 
                  thrower, or launch rocks at you, or attack with 
                  chainspears. The Chief Goblin on top of the Machine 
                  throws Burning Oils at random. The War Machine is 
                  powered by four Goblins who push it from behind. If 
                  you kill these Goblins, the War Machine is stuck
                  (until more come to push the War Machine again).
                  a.    If you must, use spells to keep the War Machine 
                        in the middle of the screen so the others can 
                        hack at it.
                  b.    Burning Oil stops the War Machine and does 
                        decent amounts of damage as it tries to run 
                        forward through the fire.
                  c.    The Thief has a two-hit slide attack. If done 
                        continuously while the War Machine is just off 
                        the screen, she can kill it all by herself. 
                        This takes timing, skill, and LOTS of practice 
                        to pull off.
            2.    Dark Warrior I [15k] (Bracelet, Gauntlets of Ogre 
                  Power) gets faster the closer he comes to death. Try 
                  to get in as many Full Combos as you can. If things 
                  get out of hand cast a spell to knock him down. Try 
                  to avoid the lightning he shoots at you and beware 
                  the Wall of Lightning.
            3.    Man Scorpions [15k (single)] can be difficult. Combo 
                  as much as you can and watch out when they throw 
                  their scythes. Let them catch the blade again before 
                  you continue. Watch out when they jump straight up. 
                  When they come down, there will be an explosion 
                  around them. Time your Backstep to avoid the flames 
                  and continue. Just jump with the Dwarf; his roll may 
                  still be hit. The Man Scorpions can grab a character 
                  and stab them for Bite damage. They can cast Flesh 
                  to Stone and Lightning Bolt. When you're casting 
                  spells like Lightning Bolt, try to hit both 
                  Scorpions. You'll do twice the damage.
            4.    Harpy [10k] (?) can be a real bitch when she gets 
                  airborne. Harpy attacks on the ground with a fast 
                  club swing (sometimes sliding forward at the same 
                  time). She can also blow the PCs to the far side of 
                  the screen with her wings. She does a diving attack 
                  from the air, and can also grab a PC and drop them 
                  for Bite damage. She sometimes fires a series of 
                  three feathers in a downward strike.
                  a.    The Harpy takes to the air after about two 
                        knockdowns so you want to do most of your 
                        damage while she's still on the ground and you 
                        can finish with a combo.
                  b.    Start off with daggers and arrows. These won't 
                        knock the Harpy down but will still do damage. 
                        If you connect with 9 arrows and 9 daggers and 
                        follow that with a Full Combo, the Harpy should 
                        be down somewhere around half a bar. With luck, 
                        she'll stay on the ground and you can finish 
                        her with another Full Combo. If she takes to 
                        the air, jump attack or Aerial Attack and hit 
                        her when she's down.
            5.    Tel'Arin [15k] (Level 2 Normal Sword) summons 
                  Skeletons, has quick recovery, fast attacks, can cast 
                  Lightning Bolt, Fireball, and Haste (only Tel'Arin).
                  a.    Tel'Arin is a bitch to kill when he's fast. He 
                        Hastes himself after about three knockdowns so 
                        you want to beat him before then.
                  b.    Start off with a Full Combo. Hit him while he's 
                        down to make him stand up. Do another Full 
                        Combo. Hit him while he's down to make him 
                        stand up. Do another Full Combo. Throw a 
                        Burning Oil directly on him. Hit him to make 
                        him stand up into the flame and get knocked 
                        down again. Repeat the Burning Oil/hit until 
                        you run out of Oil. By now he should be pretty 
                        dead. Hit him while he's down to make him stand 
                        up. He should roll out and summon Skeletons.
                        Keep knocking him down until he runs away.
                  c.    If he gets Hasted, a Cleric comes in handy as
                        Continual Light and Hold Person will both stop 
                        Tel'Arin in his tracks.
            6.    Ogre Master Brothers [15k (single)/20k (both)] 
                  (Yellow - Gauntlets of Ogre Power, Tiara; Green - 
                  Helmet) are fairly easy to beat. They like to charge 
                  at you so Block the rush, turn around and Full Combo 
                  them. Block or dodge the rocks the green one throws 
                  at you. They have a fast club attack and quick
                  recovery. Just be patient and you'll kill them. 
                  Cleric can use Hold Person or Continual Light. When 
                  casting spells like Lightning Bolt, try to hit both 
                  Ogres. You'll do twice the damage.
            7.    Beholder can be tricky [25k]. It starts with a Flesh 
                  to Stone spell that can kill the unwary. It casts 
                  Cause Serious Wounds as a long range attack and Sleep 
                  and Telekinesis as short range attacks. It can also 
                  ram you and Bite you. All magics are negated by the 
                  Beholder's central eye with the exception of Bottled 
                  Efreet.
                  a.    To use spells, the Beholder must be facing away 
                        from the spell caster. It is easier if there 
                        are two spellcasters, one on either side of the 
                        Beholder. Then there is always someone who can 
                        cast a spell if need be.
                  b.    If you are armed with the Storm Blade or Sword 
                        of Flames, you can pin the Beholder against the 
                        side of the screen. You need to hit the 
                        Beholder to one side of the screen. On about 
                        the third hit of the combo, the Beholder should 
                        fly back and up against the screen. When it 
                        lands again, it lands right into the combo and 
                        gets juggled again. This works indefinitely but 
                        takes practice to set up properly.
            8.    Green Dragon flies at head height and attacks with 
                  fast claw attacks, a strong tail attack, and a 
                  vicious poison gas breath weapon.
                  a.    Cast a spell, any spell, to cancel the dragon 
                        breath. Remember that all dragons breathe up to 
                        a maximum of three times.
                  b.    Hammers are good to use as they can hit 
                        multiple times on such a large target.
                  c.    An Egg of Wonder can truly work wonders here.
                  d.    There is no real strategy or pattern fighting 
                        here; Aerial Attacks are good, but remember 
                        that most PCs are vulnerable on the way down. 
                        Try to cover for each other. As a player comes 
                        down from his Aerial Attack another goes up to 
                        forestall any counterattack from the dragon.
            9.    Manticore [25k] (Egg of Wonder) is easy to beat if 
                  you know his patterns. If you attack his head and 
                  yellow sparks appear, he is about to charge at you. 
                  Block the rush with your shield (or time your 
                  Backstep/teleport precisely). If the Manticore hovers 
                  in midair, he will shoot poison barbs at you from his 
                  tail. Block with your shield or backflip to dodge. If 
                  the Manticore flies up off the screen, he will dive 
                  and try to crush you. You can block this with your 
                  shield too. If you don't have a shield, you can walk 
                  back and forth in an up/down pattern to dodge. At 
                  every oppurtunity, just walk in and Combo.
            10.   Lich [50k] (?) is extremely easy to beat due to an AI 
                  problem. The Lich can cast Lightning Bolt, Fireball, 
                  Wall of Fire, Earthquake, Teleport and Meteor Swarm. 
                  His cloak sometimes blocks your attack. His touch can 
                  leave you paralyzed. His staff has a long range.
                  a.    The Lich flies in a circular/figure 8 pattern. 
                        It is easy to lure the Lich into a corner where 
                        you can continually beat on it. It works best 
                        if everyone crouches and heads to the bottom 
                        left, leaving room for the Lich to fly into the 
                        corner. When the Lich circles around into the 
                        corner, simply keep hitting A to keep it 
                        trapped. If a Fighter is double-wielding, it is 
                        almost a sure thing the Lich will never get 
                        out. Occasionally the Lich can Teleport out of 
                        the corner but it is easy to lure it to back.
                        i.    The reason everyone should duck is that 
                              when the Lich's hit points are down to a 
                              little over one bar, he will cast his 
                              version of Earthquake. This does no 
                              damage and knocks down standing PCs.
                        ii.   Another reason you should crouch is that 
                              crouching negates Simple Combos. Four 
                              single hits are more powerful than four 
                              Combo hits. Also, Simple Combos have a 
                              bit of lag at the end that the fast 
                              recovering Lich can use to get out of the 
                              corner trap.
                        iii.  The reason you should trap the Lich in a 
                              bottom corner is that when the Lich 
                              reaches a little over half a bar, he will 
                              cast his version of Meteor Swarm. This 
                              completely misses players standing at the 
                              bottom of the screen.
                  b.    If you are a Cleric or an Elf, this strategy 
                        doesn't work very well. The short reach of the 
                        Mace and Short Sword put you at a distinct 
                        disadvantage. Try casting Haste; rush in and 
                        slash like mad. With a Level 3 Short Sword, the 
                        Lich can go down very fast.
                  c.    Be careful when casting spells. The only spells 
                        you'll have at this point that affect the Lich 
                        are Ice Storm and Conjure Elemental. When hit
                        by spells, the Lich will be knocked back. This 
                        can truly suck as the Lich paralyzes everyone 
                        he touches, and a careless Magic-User can end 
                        up knocking the Lich into the other PCs and 
                        kill the entire party.
            11.   Displacer Beast [40k] (Skin of the Displacer Beast, 
                  Haste potion) would be the easiest boss to kill if it 
                  weren't for those annoying Goblins that infest this 
                  level. The Displacer Beast casts a ghost image of 
                  himself to confuse players. The real Beast is the one 
                  with the shadow. It has a Bite attack and a tail-whip 
                  attack.
                  a.    The Displacer Beast jumps back and forth across 
                        the screen in a simple pattern. Full Combo it 
                        until it dies. Avoid or knock down the Goblins 
                        so they can't interfere when you Combo.
                  b.    If you hurt the Displacer Beast enough, it will 
                        drop a Skin. It can be made into a Displacer 
                        Cloak which grants immunity to missile attacks.
            12.   Deathwing the Black Dragon is functionally the same 
                  as the Green Dragon mentioned earlier. His breath 
                  attack is a flow of acid, not poison gas. Otherwise 
                  they are the same.
                  a.    Strategies are the same as for the green one.
                  b.    Got that Egg of Wonder? :)
                  c.    If you hurt Deathwing enough, he will drop a 
                        Scale of Dragon that can be made into a Dragon 
                        Shield or a Displacer Cloak.
            13.   Chimera [55k] (Staff of Snakes) is the first victim 
                  in the LBO Campaign. The Chimera acts much like the 
                  Manticore. When the Chimera hovers in midair, it 
                  breathes fire from its dragon head.
                  a.    Knock down the Chimera, preferably with a Full 
                        Combo. While the Chimera is down, throw all of 
                        your Large Burning Oils onto him. Try to space 
                        it so all the explosions are on the body. If 
                        all the players do this, the Chimera doesn't 
                        stand a chance.
                  b.    If the Chimera survives somehow, just try to 
                        Combo or just Aerial Attack it down. If it 
                        breathes fire, cast any spell to negate it.
            14.   Red Dragon [700k] has a sweeping claw attack, a bite, 
                  an advancing Wall of Fire (column-type), an exploding 
                  Fireball attack, drops rocks from the ceiling and to 
                  top it off, his dragon breath kills instantly.
                  a.    Full combos may be a bad idea. If the Dragon 
                        decides to bite and you're in the air from an 
                        Aerial Attack, you're pretty helpless as he 
                        decides to munch on you. On the other hand, 
                        being in the air does let you dodge his claws 
                        and the Fireball he casts.
                  b.    To dodge the rocks he drops from the ceiling, 
                        move all the way to the top of the screen. The 
                        rocks will miss you there.
                  c.    To dodge the exploding columns of fire, slide 
                        to the opposite side of the screen. Thief and 
                        Mage can continuously Backstep. Fighter, Thief, 
                        Elf and Dwarf can try continuous Suicide 
                        Attacks. Alternatively, you could cast a long 
                        spell like Ice Storm or Conjure Elemental.
                  d.    Walk up or down to avoid the sweeping claw. 
                        Sliding repeatedly usually works to dodge that 
                        nasty bite attack.
                  e.    Dragon breath kills you instantly. I've been 
                        messing around with the Dragon Shield but I 
                        have yet to see it block Red Dragon breath. Oh 
                        well. Just remember that there are three types 
                        of Red Dragon breath and you need to act 
                        differently for each.
                        i.    Far breath - the Dragon leaves you alone 
                              for a while and his head reappears in the 
                              far background and his fiery breath fills 
                              the entire screen. The only way to live 
                              is to be standing behind one of the rock 
                              formations on either side of the stage. 
                              Be warned that these formations are NOT 
                              in the corner so running all the way to 
                              one side will get you killed.
                        ii.   Side breath - the Dragon leaves you alone 
                              for a while and his head reappears from 
                              the side of the screen and his breath 
                              covers nearly 4/5 the screen. The only 
                              way to live is to be standing just under 
                              his head, all the way to the side. Before 
                              he breathes, there will be a vacuum to 
                              one side of the screen as the dragon 
                              inhales. Run WITH the pull to survive.
                        iii.  Near breath - the Dragon doesn't leave. 
                              He simply starts to inhale, the vacuum 
                              pulling all characters towards the 
                              center. Run AWAY from the vacuum. As in 
                              double push Forward on the joystick AWAY 
                              from the Dragon. Sliding continuously 
                              also works, and a very well-timed jump 
                              can save you too.
                        iv.   You know when this Dragon is going to 
                              breathe when your U button stops working.
                        v.    This is a cheap tactic that works very 
                              well. While the Dragon is breathing, have 
                              the Cleric Turn Undead. After the Turn 
                              takes effect, all characters can use the 
                              U button again. Area-effect spells like 
                              Ice Storm and Conjure Elemental will 
                              damage the Dragon, and you can even kill 
                              him while he is still breathing fire. Try 
                              not to use Cloudkill as you'll likely 
                              jump straight into the Dragon breath 
                              after the spell is cast.
                  f.    Large Burning Oils can work very well if you 
                        can get multiple explosions to hit the head. 
                        Many LBOs in succession can even "freeze" the 
                        Dragon's head in place, allowing for other 
                        players to combo.
                  g.    Hammers can work extremely well as you can get 
                        multiple hits on the Dragon from a single 
                        throw. Stand just by the head and throw. This 
                        also "freezes" the Dragon's head in place, 
                        allowing other players to combo.
                  h.    The Wand of Lightning works well as the Dragon 
                        is "frozen" in place, allowing other players to 
                        combo. If the Magic-User also has a Rod of 
                        Lightning, the Wand will do extra damage.
                  i.    If you hurt the Red Dragon enough, it will 
                        drop a Horn of the Dragon. It can be made into 
                        a Staff of Magic Attack (Magic-User), a Staff 
                        of Snakes (Cleric), or the Dragon Slayer sword 
                        (all other classes). The Dragon Slayer works 
                        extremely well against Synn (but oddly not that 
                        well on the Black Dragon).
            15.   Flame Salamander is immune to Fire spells, fights 
                  with a large trident with a huge range, attacks with 
                  its flaming tail, summons a set of aerial Fireballs, 
                  and can shoot off a bounding fire wall on either 
                  side of himself.
                  a.    The easiest way to defeat it is to use a magic
                        Elemental Sword (Frost, Storm Blade). After 
                        knocking down the beast, simply attack it on 
                        the ground. If at one side of the screen, the 
                        third or fourth hit will juggle the Salamander 
                        up and back down. This can be repeated 
                        indefinitely. 
                  b.    Another way to beat the Salamander is to use 
                        the Wand of Frost. It does nowhere near the 
                        same damage as the Sword, but the juggling 
                        effect is similar, keeping the Salamander 
                        helpless. The Wand of Lightning juggles the 
                        Salamander so well, it launches the beast up 
                        and off the screen. If this happens, continued 
                        juggles will keep it off the screen BUT the 
                        salamander won't take damage while offscreen. 
                        Let the Salamander fall back onscreen before 
                        continuing.
                  c.    There are Hellhounds protecting the Salamander 
                        so the other players should keep these guys 
                        busy while the juggle continues.
            16.   Frost Salamander [70k] is similar to its fiery 
                  counterpart, but is immune to Ice and Cold spells. It 
                  fights with a large trident with a huge range, 
                  attacks with its icy tail, and can summon a ring of 
                  icicles to fall and strike nearby players.
                  a.    The easiest way to defeat it is to use a magic
                        Elemental Sword (Flame, Storm Blade). After 
                        knocking down the beast, simply attack it on 
                        the ground. If at one side of the screen, the 
                        third or fourth hit will juggle the Salamander 
                        up and back down. This can be repeated 
                        indefinitely.
                  b.    Another way to beat the Salamander is to use 
                        the Wand of Lightning. This Wand juggles the 
                        Salamander so well, it launches the beast up 
                        and off the screen. If this happens, continued 
                        juggles will keep it off the screen BUT the 
                        salamander won't take damage while offscreen. 
                        Let the Salamander fall back onscreen before 
                        continuing.
                  c.    There are Gargoyles protecting the Salamander. 
                        Remember that only magic or magical/silver 
                        weapons will harm them. Casting long spells can 
                        interrupt the juggle combo so use magic with 
                        care.
                  d.    If a PC is armed with the Sword of Legends, 
                        that PC should NOT be on juggle duty (unless 
                        there is no one else). That PC should run 
                        around killing Gargoyles. Mages/Clerics/Elves 
                        can really stock up on spells here.
            17.   Tel'Arin and Tel'Erond [50k (single)/] (Tel'Arin - 
                  Level 3 Normal Sword) fight exactly the same way as 
                  Tel'Arin did before, but with a penchant for casting 
                  Haste earlier in the fight. The easiest way to kill 
                  these Elves is to use Large Burning Oils on them 
                  after they are knocked down.
                  a.    If you kill Tel'Arin and leave Tel'Erond alive, 
                        Tel'Erond will be free from the spell he's 
                        under and will defeat Nagpa for you later.
                  b.    If you want to fight Nagpa, kill Tel'Erond.
                  c.    Tel'Arin is the purple-skinned Elf, Tel'Erond 
                        is the red-skinned Elf.
            18.   Tel'Arin [50k] (Normal Sword) fights exactly the same 
                  way he did before, but casts Haste earlier in the 
                  fight. The easiest way to kill him is to use Large 
                  Burning Oils on him after he is knocked down.
            19.   Ezerhorden [80k] is a bit tricky. He fires a ghostly 
                  fist as a projectile weapon but his main attack is 
                  his Bite. Unlike all other monsters, Ezerhorden does 
                  not let go of its target if struck by a physical 
                  attack. It lets go of the target if struck by spells.
                  a.    If Ezerhorden is biting someone, any physical 
                        attacks will damage the player being bitten. 
                  b.    Ezerhorden's bite has a chance of draining 
                        spells from players (Cleric, Magic-User, Elf).
                  c.    Silver Weapon Items will hit Ezerhorden for 
                        extra damage. Normal, non-melee Weapon Items 
                        have no effect. Burning Arrows have no effect.
                  d.    Ezerhorden is extremely vulnerable to Lightning 
                        attacks, especially when moving about with its 
                        mouth open to bite.
            20.   Dark Warrior 2 [90k] has a gas projectile attack, 
                  summons columns of fire to erupt under players, casts 
                  a protective Wall of Fire (columns) around himself, 
                  Teleports like mad, can Haste himself, and wields 
                  the biggest sword this side of Berserk.
                  a.    The easiest way to kill him is to knock him 
                        down and then throw Large Burning Oils on him.
                  b.    Failing that, Hammers can strike him multiple 
                        times for big damage.
                  c.    Try to finish him off while some PC has some 
                        sort of magic spell in their Item Use window. 
                        This will help against the next boss.
            21.   Nagpa [10k] attacks with a Wand of Lightning Bolt but 
                  leaves most of the fighting to his companion Black 
                  Dragon and Manticore. Nagpa teleports at will, but 
                  appears at certain "hot spots" in the room so you can 
                  learn to predict where he will appear.
                  a.    When you first enter, the Black Dragon will 
                        usually start with its acid breath attack. Cast 
                        any spell to negate it.
                  b.    The Black Dragon and Manticore can be slain, 
                        just as before. Steal an Egg of Wonder from the 
                        Manticore and use it on the Black Dragon :D
                  c.    If you let Tel'Erond live, he appears in a 
                        cinema scene here and slays Nagpa and his pets 
                        with ease. The intro with Synn also changes.
            22.   Synn [500k] attacks in the same manner as the Red 
                  Dragon, but the rocks she drops from the ceiling are 
                  flaming meteors. These can NOT be dodged by moving to 
                  the top of the screen.
                  a.    To dodge the flaming meteors, cast a long spell 
                        like Ice Storm. Most characters can also try 
                        using their Suicide Attack. It makes you 
                        invulnerable and if you don't hit Synn with it, 
                        you lose no life. Mistiming the Suicide Attack 
                        can hurt though, as those meteors tend to drop 
                        on you just as you come out of your invincible 
                        frames of animation. You can also run from one 
                        side of the level to the other. The boulders 
                        usually miss.
                  b.    Almost all area-effect spells will not affect 
                        Synn if she is off the screen. Cloudkill is the 
                        only exception to this rule. Cloudkill will hit 
                        no matter where she is.
                  c.    Ground-effect spells like Earthquake and the 
                        Elf's Conjure Elemental (Earth) have no effect.
                  d.    Meteor Swarm will only affect Synn if her head 
                        is near the bottom of the screen.
                  e.    All strategies for the first Red Dragon apply 
                        to Synn as well.
                  f.    Dragon Slayer works very well.
                  g.    Final Strike is a great way to end the game.
                  h.    Kick Attack is a better way to end the game ^_^
                  i.    Weird Stuff we've killed Synn with: Dagger, 
				Arrow, Kick Attack (i was first!), Insect 
				Plague (Ryan you da man with that bald cleric), 
				Conjure Elemental - Wind (Luis the Master).

IV.   Level Walkthrough
      A.    Descent from the Broken Lands
            1.    This is the very first part of the game, designed to
                  let you get a feel for the game's controls etc. The 
                  only enemies are Goblins (which are fairly easy to 
                  predict in terms of attack and defense).
            2.    Three or four wagons will rush by, carrying kidnapped 
                  townsfolk away. To rescue them, kill the Goblins 
                  pulling the carts and then break the wagon. Step near 
                  the tied-up people and press A to free them.
            3.    After a while, one of the townsfolk will run up to 
                  you and thank you for freeing them. At this point, 
                  you will get to name your character. See Part I 
                  Section D.
      B.    The Village of Trintan
            1.    There is a bag of gold worth 500 sp directly down 
                  from the bridge where you start. There is a secret 
                  room at the top of the screen between the roofs of 
                  two houses.
                  a.    The room contains two wooden chests that 
                        contain weapons for most classes.
                  b.    The room contains two metal chests that require 
                        keys to open. The metal chest on the far right 
                        contains at least Boots of Speed and a Ring of 
                        Protection. The other metal chest contains 1 sp 
                        and is trapped. If a Thief opens this chest, 
                        there will be an extra bag of silver. There is 
                        also a small chance for a third bag of silver 
                        as well.
                  c.    Skeletons and Axe Gnolls defend this room.
            2.    Goblins populate this level and guard a chest that 
                  contains a Bottled Efreet and a Super Healing Potion. 
                  Also in this chest is either a Key, Magic Missile 
                  Ring, Cure Serious Wounds Ring, or a Fireball Ring.
            3.    Owlbears attack you about midway through the level. 
                  If defeated, they sometimes leave a Short Sword. This 
                  is one of the few chances for a Fighter to pick up 
                  this weapon.
            4.    Bow Gnolls appear to shoot a few arrows at you and 
                  then run away.
            5.    The War Machine (III.B.1.) is the level boss.
      C.    To Ride A Juggernaut!
            1.    Goblins appear all throughout this level. There are 
                  multiple keys and a few Lightning Bolt Rings lying 
                  around.
            2.    This is one of the few places in the game where Bow 
                  Gnolls actually stay on the screen to fight (and 
                  where they take more than one hit to kill).
            3.    Axe Gnolls will drop in to fight you.
            4.    Hellhounds appear near the end of the Juggernaut.
            5.    Dark Warrior I (III.B.2.) is the level boss.
      D.    Battle On the Vesuvia
            1.    The party will move through this level on a raft. The 
                  raft can be controlled by EVERY party member so 
                  teamwork is the key here.
            2.    There are bags of silver and gold along the top and 
                  the bottom channels of the River.
            3.    If the raft intersects with a monster, the scene 
                  shifts to a battle on the raft. Possible encounters 
                  include Axe Gnolls, Kobolds, Bow Gnolls and Owlbears, 
                  and Troglodytes.
                  a.    Fighting Troglodytes can be well worth it as 
                        they usually carry scrolls of magic.
            4.    If you take too long to reach the checkpoints, a 
                  Black Dragon appears to harass you and breathe acid 
                  on you. You cannot fight the dragon. You can usually 
                  avoid the acid by moving to the front of the raft.
            5.    Finishing the river portions quickly earns you bonus 
                  experience.
            6.    After the river portion, the party disembarks onto 
                  some stretch of Scorpion-infested land. There are a 
                  total of four chests here. If you take too long to 
                  advance to the right, various traps will spring 
                  (Deadfall, spears thrown from offscreen).
            7.    Man Scorpions (III.B.3.) are the level bosses.
The Skies Over Aengmore
The Riddle of Aensun
The Forest of Despair
The Forest Bridge
Battle of Strong Oak
The Grove of Destruction
Labyrinth
Rescue at the Gnome Village
The Cave of Rafael, The Immortal
Hidden Treasures
Land of Fire
Frozen World
Underground Passageway
Battle Royal
Arena Revisited
Inner Heart, Dark Heart

V.    Miscellaneous
      A.    The Glitch is a way for certain characters to become nigh-
            invulnerable. The only way for these characters to take 
            damage is by a creature's Bite attack. They can also die 
            to Petrification and Red Dragon breath.
            1.    An added benefit to the glitch is the temporary use 
                  of unlimited magic missiles or fireballs.
            2.    Another benefit to the glitch is 6 digits of sp.
            3.    There is also a way to temporariliy add Invisibility,
                  Haste, Bless, and/or Protected Image.
            4.    The Glitch only works for Jarred, Moriah and Hendel.
            5.    During certain times, if a Glitched player presses 
                  the S key, the game will crash.
            6.    If the Glitch is done improperly, a Glitched player 
                  picking up a Special will also crash the game.
            7.    Sometimes the game will crash even if the Glitch is 
                  done correctly.
            8.    A variation on the Glitch gives you Staffs of Snakes.
            9.    Version 2 of the game fixes the Glitch anyway.
      B.    Highlander mode is a way for Moriah, Shannon, Syous and 
            D'Raven to be "immortal". Damage is taken as normal, but 
            the character cannot die; they will stay at one hit point. 
            The only way for these characters to die is to take that 
            final damage from a Bite attack, or by Petrification, or 
            Red Dragon breath.
            1.    There are no known drawbacks to this bug.
            2.    For the Thief, she must wear a Mage's Hat.
            3.    For the Magic-User, he must wear a Hood.
            4.    It is unknown if Version 2 fixes this bug.
      C.    The Owl Bear Trick is a way to summon many Owl Bears from 
            a single Egg of Wonder. As a player throws the Egg, have 
            another player cast a person-effect spell on him (eg 
            Striking, Invisibility, Cure Serious Wounds). If done 
            correctly, the Egg of Wonder will still be in the first 
            player's inventory and can be thrown again. It is unknown 
            if Version 2 fixes this bug.
      D.    To uncurse the Cursed Sword 1, the player wielding it must 
            swing the Sword approximately 30 times or more. The curse 
            will be lifted and the Sword of Legend appears.
            1.    One way to negate the damage from the curse is to 
                  cast a person-effect spell on the player just as he 
                  reels back from the curse. The spell will take 
                  effect and the curse damage will not register.
            2.    Another way to negate the damage from the curse is 
                  for the player to jump and swing the Cursed Sword 
                  just before landing. The landing animation takes 
                  precedence over the curse hit animation and can 
                  negate the damage. The swing still registers towards 
                  breaking the curse. This takes timing and practice 
                  to do effectively. This timing is different for each 
                  of the classes (Fighter, Thief, Dwarf, Elf).
      E.    To uncurse the Cursed Sword 2, have a Cleric attempt to 
            pick up the sword eight times. The Curse will be lifted 
            and the Holy Avenger appears.
      F.    If you join in the game (after the initial character select 
            screen) you begin with 200 sp instead of 50 sp.
      G.    If you continue, you get +1 xp ^_^

Credits
Bradley Jayakody (s337186@student.uq.edu.au) the original FAQ guy
Ruiner (ruiner@ucla.edu) for the specifics about Names
Luis DelaFuente the other addict at the Underground
King Bond Lee the local Elf master
Jyh-I Lu for getting me back into the game after lo so many months
The staff at the Underground Arcade at UC Berkeley
TSR for making Dungeons and Dragons in the first place
Capcom for making yet another wonderful Final Fight type game

v0.1 First Draft Completed August 17th 1997
v0.2 Revised August 30th 1997
v0.3 Revised September 24th 1997
v0.4 Revised September 30th 1997
v0.5 Revised December 13th 1997
v0.6 Revised July 15, 1999 (wow. I haven't touched this thing in ages. Well, I 
guess I should start working on it again, since the Sega Saturn version is 
coming out. hopefully they haven't changed too much and this FAQ will still be 
useful)

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